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There is much discussion about how in-game economies emerge and evolve—particularly how they deal with money and inflation. But games incorporate economics at even more basic levels. Indeed, many gamers are already using the economic way of thinking without even knowing it. The key point is that games are all about basic economic concepts: scarcity, choice, tradeoffs, opportunity cost, trade, and entrepreneurship.
Acquiring and transacting Virtual Goods is now an established practice in online games, social networks and virtual worlds. These goods are in essence, digital code, and have no intrinsic value, yet their perceived value is such that the sum of micropayments for millions of digital items is in excess of $5billion USD annually, with notably high growth rates, particularly in the 5-16 age group. This paper is the introduction to a themed edition of the 'Journal of Virtual Worlds Research, Vol 2 No 4', published in February 2010,' entitled 'Virtual Economies ,Virtual Goods and Service Delivery in Virtual Worlds'. The aim of our paper is to contextualise current trends, plotting the path and erecting some historical signposts along the way.
2010
Abstract Computer role playing games, particularly those with persistent worlds, often allow players to buy and sell goods and services with computer controlled non-player characters (NPCs). The prices for these goods and services are often determined a priori, and remain fixed for the game's duration. As a result, prices do not respond to changes in supply and demand, nor does supply and demand respond to changes in prices.
dmitriwilliams.com
2007
Virtual worlds like Second Life offer players opportunities to earn real-world income through their activities in the game. It will not be long before governments begin to establish policies and regulations regarding the income generated by players of these game environments. This paper examines the issue of taxes in virtual world games. Two alternative places for recognizing income could be established by regulators: 1) at the point when in-game transactions take place; or 2) when players convert game assets into real-world currency. We argue for realization of income, and therefore taxation, at the exchange. We expect that burdensome policies such as requiring game operators to monitor and report taxable activities to the authorities will dissuade game play and likely result in the collapse of these vibrant economies. Therefore, our recommendation is that the IRS should establish specific rules that inform players about how they should calculate income and work with game operators...
TechTrends, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly®, Scrabble®, and sports. While millions of children participate in these activities, a new type of gaming has emerged over the previous decade and is quickly surpassing other gaming formats. Massively Multiplayer Online Role Playing Games (MMORPGS), such as World of Warcraft and Diablo, now have millions of players; however, the potential educational influence of these games is relatively unknown. This article presents an exploration of one potential educational strand -economic theory -that these types of games may facilitate.
Journal of Economic Behavior & Organization, 1981
ThiS WtiCk atttn@S to prOvidC a StrtlCture-fJnct~ona1 analysis of ecob-jo~nic ac-Sty and propositions on thiff rcaatysis about applications of gaming-simt lation for an insiitutronahst Study of the futxtioaing of ccrrnamic syswms. Modem instit tionalism in contrast to neecsassical sconomicS, which is to a great extent rna~hematicized. does not ar=tually use any quantitditivcl IT&~& caed rrodels. ~>nnulati~,n hames I epresent such yodels thar can be designed and promote the impkmenration of reScareh in the spirit of neoinst,tutiond ee~~nomics. In thjs sotnsc, gaming-simulation may bc cxxkdercxl as institutional modeling. In th;j work we shall, first. bt cornxxned with a 'static' structure of economic activity deriving from the three-level sheme by Persons. Next, a ' the Con-t of Jimitai sJructure of economic activity wiil be :malyz4 in terms of Simon. In the finai section, we characterize the methods of mfkction of d3krtrt economic systems in gaming simulation models, as we11 as wTAdv the research on such models.
Social Science Research Network, 2018
We examine the hypothesis that capitalist economies generate inequality by looking at the distribution of wealth in a virtual world. Employing the sandbox video game Minecraft as an example of a "pure" market economy, we chose several Minecraft economy servers and collected their respective wealth data. We found these unregulated economies to have greater wealth inequality than any single nation's economy. These results suggest that market economies generate significant "natural" inequality, and that government policies are effective in moderating the inequality-inducing impact of capitalism.
2009
Abstract This article proposes an empirical test of whether aggregate economic behavior maps from the real to the virtual. Transaction data from a large commercial virtual world—the first such data set provided to outside researchers—is used to calculate metrics for production, consumption and money supply based on real-world definitions. Movements in these metrics over time were examined for consistency with common theories of macroeconomic change.
2007
ABSTRACT Virtual worlds like Second Life offer players opportunities to earn real-world income through their activities in the game. It will not be long before governments begin to establish policies and regulations regarding the income generated by players of these game environments. This paper examines the issue of taxes in virtual world games.
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